Temple Trekking is a members-only minigame in which the player must escort victims of vampyre rule from Burgh de Rott through Morytania to the Paterdomus, the temple on River Salve, on the way guiding them through bogs and over rivers while defending them from dangerous packs of monsters, some unique to this minigame (requires In Aid of the Myreque).
The difficulty of either minigame is determined by whether the player chooses weaker or stronger people (called followers) to escort and whether the player chooses to take easier or harder paths through Morytania. Escorting weaker followers means a greater number of monsters will attack when a monster attack event occurs. Taking harder paths means the monsters will have higher combat levels when a monster attack event occurs.
A journey succeeds if the player and follower reach the destination, whereupon the player wins an award. A journey fails if the player or follower is killed. A journey is aborted if the player chooses the escape path or teleports out of the minigame at any time.
Several events are likely to occur in each journey. There are three types of events: friendly events in which the player and follower can be healed and have their defences raised, combat events in Multicombat area in which monsters attempt to attack the player and follower, and puzzle events, typically involve overcoming terrain obstacles, that the player must solve. All combat and some puzzle events are dangerous.
These two minigames provides opportunities to cross-train in most skills. Combat experience (including Prayer) is gained during battle events. Monster drops and minigame rewards provide some of the staple materials used in Crafting, Cooking, Farming, Fletching, Herblore, Runecrafting, and Smithing, while Tomes of experience can be awarded for Agility, Firemaking, Fishing, Mining, Slayer, Thieving, and Woodcutting. Players can also pick up pieces of Lumberjack clothes, which are found only in this minigame.
Since the player loses if the follower is killed, one basic tactic in most combat events is for the player to shield the follower from the monsters. This means the player's body will typically be a meat-shield between fairly strong melee enemies and the follower. There are two practical strategies to achieve this:
- Wear high-defence melee armour. This helps protect the player from the monsters' attacks. This strategy means that the player should typically use melee, as the melee armour will interfere with using ranged or magic.
- Use protection Prayers. Most monsters attack with melee, so Protect from Melee or Deflect Melee can be used. Giant Snails attack with ranged, so Protect from Missiles or Deflect Missiles can be used. When using prayer, any combat style can be used against most monsters, except Vyrewatch which must be meleed. For magic, Ancient Magicks could be quite useful in some events, as some spells can affect a group of monsters.
Familiars and pets may not be brought into this minigame.
Dying during Temple Trekking places the grave in Burgh de Rott, and dying during Burgh de Rott Ramble places the grave at the Paterdomus Temple.
There are several ways to reach Canifis quickly, where the minigame may be started. Some of these include:
- Fairy ring code C-K-S
- Kharyrll Teleport (requires completion of Desert Treasure and 66 Magic
- Ectophial and running west to Canifis
- Teleport to the Slayer Tower just north of Canifis using a slayer ring
- Walking from Varrock
- Using a player-owned house with a Kharyll Teleport
Supplying your follower
A follower can hold 15 items of food in their backpack, also called the Follower Inventory. They will retain items from one trip to the next, even after logout. The Follower Inventory is used by all followers, so anything given to one is available to all followers, regardless of difficulty and location.
It is a good idea to fill their pack before starting a trek, while talking to them, and before agreeing to escort them.
To fill their pack, use a food item on them. They will "open their backpack" which opens the Follower Inventory, and complete list of food items they will accept and spaces remaining. It is not possible to see what they already have in their pack, only how many more items that can be given. The follower inventory can only be filled with the items listed below before the trip. If desired food can also be taken back out if it has just been put in.
After giving food to the follower it is recommended to then return to the bank to retrieve additional food for the trip. Once ready, restart the dialogue and agree to escort them.
Items that followers accept:
Item Heals Thin snail meat 50 to 70 Lean snail meat 60 to 80 Fat snail meat 70 to 90 Salmon 90 Stew 110 Cooked slimy eel 60 to 100 Cooked meat 30 Tuna 100 Cooked fishcake 110 Lobster 120 Bass 130 Redberry pie 100 Apple pie 140 Garden pie 120 Fish pie 120 Cake 120 Chocolate cake 150 Cooked sweetcorn 100 Potato with butter 140
During the events the follower can be resupplied with food. At this point, all food types are accepted, not just the ones previously specified. All food supplied during the event will heal the same amount (100 life points), unlike the food supplied prior to starting (which heals the amount it is supposed to). For this reason, it is advantageous to allocate one inventory slot for a sack filled with a food, such as cabbages, allowing for the healing and food replenishment of the follower as much as 10 times per inventory slot.
Your follower will lose all of their food if you use the escape option to leave the event or if you teleport out of the minigame. (Completing the event or using the evade option to evade an event does not cause follower food to be lost.)
Requirements to start
The following quests must be completed to play this minigame:
Not needed, but giving some extra content:
- Legacy of Seergaze for the Vyrewatch event.
Temple trekking starts at the town of Burgh de Rott. Start the minigame by speaking to one of the NPCs standing nearby.
Burgh de Rott Ramble starts on the east side of the River Salve just outside the temple. A player can start at either side.
The following items are recommended:
Weapons and Armour
- One standard weapon (Abyssal whip shown). Fast weapons are recommended for this minigame, especially on route 3: You have to kill a monster quickly when he attacks your follower.
- Dragon dagger or Dragon claws for its special attack to protect the follower.
- Ancient mace may be used to regain some prayer points mid-trek.
- Rod of Ivandis (prior to completion of Legacy of Seergaze) or other silver weapon. See below.
- Ivandis flail is highly recommended after having completed Legacy of Seergaze. It is the only way to deal with the vyrewatch event. The more experience with the flail, the better.
- Salve amulet (e) many of the combat encounters are undead; a salve amulet (e) boosts accuracy and strength against undead by 20% the non-enchanted version only boosts by 15%
- Dragon halberd can be very useful to melee monsters safely, especially if they get stuck behind obstacles.
- A high Melee defence and Prayer bonus setup is recommended. Veracs or Proselyte will conserve both prayer and food.
- Snelm for fighting giant snails.
- Guthix balance potion for slaying vampyres.
- Druid pouch to defend against Ghasts. Stock up before starting.
- Knife to skin Snakes
- A Prayer potion is optional, and recommended for first time trekking via the Route 3.
- A hatchet and a Tinderbox may be helpful, however, they are provided in events when needed.
- Food - both for personal healing and to heal the follower. Remember that the follower can accept any type of food mid-trip, so a basket or sack of food is highly recommended. A sack filled with food also saves a lot of work with the campsite event.
- A Combat potion can help you deal damage to normally hard to kill juvinates.
- Enough open space to pick up items quickly during events.
- If using prayer it is suggested that you bring a Holy wrench from Rum Deal as it give a prayer boost when you use a prayer potion.
- Optional: Bring a wheel of cheese, because in case of a campsite event, it can be cut into pieces for each person, and extra can be used for healing. A full basket of fruit can also be handy.
During treks it is recommended, but not necessary, to have full prayer points. Certain monsters in the events can hit hard (so Protect prayers come in handy). Also, you need prayer points to collect items for druid pouches, if you need any. The Paterdomus temple and Nature Spirit altar are quite close by to the start of each route. Prayer potions can be used too. However, higher-level players who have brought the correct equipment should have little need of prayer though it does make it safer and easier for lower-level players.
- Rod of ivandis will perform capably, and using its special with Guthix balance potion allows the player to finish off Juvinates at slightly below 50% health.
- Wolfbane is fast and has a prayer bonus, but will not perform as well.
- Darklight or Silverlight
- Blessed hatchet
- Silver bolts used with a crossbow (iron or better)
- Silver sickle (b) (also good against Ghasts)
- Ivandis flail is recommended if accessible, since it acts as both a silver sickle (b) and rod of ivandis, thus allowing the player to deal with both ghasts and juvinates. It is also essential since it is the only known way of dealing with vyrewatch, which may appear during a trek, so having one after completing Legacy of Seergaze is necessary.
- Rune throwing axes will not hurt Juvinates, but using their special at the beginning of an encounter will keep them from attacking, and likely killing, the follower (especially on harder routes).
People to escort
The people to escort are divided into 3 groups: easy, medium and hard. The followers on Temple Trekking are clothed in colours that intend to show their difficulty, while the followers on Burgh de Rott Ramble are dressed to resemble typical player characters and their likely abilities. In combat and campsite events, the number of monsters faced (or people helped) are determined by which follower is escorted. Easy/strong followers have 3, Medium have 4, and Hard/weak have 5 or 6. The number of monsters a player defeats on a Trek or Ramble will largely determine the size of reward.
|Fyiona Fray, Dalcian Fang, Mage and Adventurer||Easy||They have the best Attack and Defence level as well the most Life Points. Only three monsters will appear in any event, making them easier to defend and combat events shorter. Because there are fewer monsters, the rewards will generally be lower per Trek.|
|Jayene Kliyn, Valantay Eppel, Ranger and Apprentice||Medium||They have slightly less Attack, Defence and Life Points. Four monsters will appear in combat events, so defending them won't be terribly difficult, but each trip will likely be more rewarding.|
|Rolayne Twickit, Smiddi Ryak, Woman-At-Arms and Forester||Hard||They have very low Attack, Defence and Life Points, and five monsters will appear in combat events. Defending these followers can be tricky sometimes, and a trek will end very fast if the player allows more than one monster to attack them.|
Citizens of Burgh de Rott and the mercenaries of Misthalin can be escorted by 3 different paths, the main difference being the combat level of the monsters faced. Depending upon combat level and available gear, choose an appropriate path.
- Route 1: This is the easy and circuitous route through the Mort Myre Swamp. The player will need to complete mostly 3 events on this path, but it can also be between 0-5. Players can choose to evade any combat events. The monsters on this path are around level 80. Rune armour should be a minimum for combat events on this route. Players in Burgh de Rott who do not wish to partake in Temple Trekking events needing a quick shortcut to Paterdomus may be able to use this route to that end. They can evade events that take place not close enough to Paterdomus, and then leave the trail for events that take place when Paterdomus comes close.
- Route 2: This is the medium route that travels along the River Salve. There can be 0-4 events on this path and the monsters will be around level 110. Prayer may be useful for certain events depending on the player's level, so choosing pure defence armour or prayer armour will be at the player's discretion. In order to evade combat events, the player must complete at least 50% of the event first.
- Route 3: This is the hard route which uses the shortcut in Canifis, narrow pathways through the Hollows and the boat to Mort'ton. The monsters are around level 140, and there is no way to evade any event. There can be 1-5 events on this path, but most often there will be 3 events. Prayer will be important to surviving this route at any level, so having Prayer boosting gear is recommended. Escorting a weak follower is not recommended for this route but is still possible.
There are 3 different types of events that might happen when you're moving forward. Each path has a different amount of spots where an event may occur. Once an event occurs, the player and follower are pulled into the event area. The player will start in front of a section of path with blue stones. Right-clicking will display an Escape option, which abandons the trip and leaves the player in the middle of the swamp normally. At the opposite end of the area is the path that allows the player to "Continue-trek", once the event is completed. In combat events on the easy and medium routes, there are paths that evade-event that when used will skip the event and continue trekking, adding no reward and increasing the chance for another event. On the medium route, 50% of the monsters must be killed before being able to use Evade-event.
A man named Abidor Crank will appear as an event and heal you and the follower, above maximum health if applicable and buff defence. He also turns all Rotten foods into Stews. Getting this event adds nothing to the end reward.
In combat events a certain number of enemies will attack player and escort. For most of the combat events, the monsters give a few seconds before attacking. This is the player's chance to position him- or herself between the follower and the monsters. All combat events are multi-way combat.
Combat events provide the majority of the end reward when completed.
|Juvinates||Must be killed with silver weapons, listed above. Rod of ivandis/Ivandis flail and Guthix balance potion are strongly recommended. They can take a very long time to kill on the harder paths, but are not particularly strong, not hitting any harder than 100. If they get to your follower, they must be killed before they will stop. Juvinates that are cured will give a variety of items (steel-adamant, level-2 clues, etc.), roughly equivalent to those found in black chests in Shades of Mort'ton minigame.|
|Ghasts||You need Druid pouch to fight them, otherwise they just rot your food. They hit at half the speed of a Whip or dagger, but can still do a lot of damage, so Protect from Melee prayer is recommended when fighting more than one. Because they attack so slowly, prayer can be conserved by turning it off between attacks. Only hidden ghasts will attack your follower, use a Druid pouch on the hidden ghast to reveal it, drawing its attention to you. They drop the same items as normal ghasts from the swamp. If you have no druid pouches left, then cast bloom (near some rotting logs etc.) with the sickle (b) or similar item to get more, as you would in the swamps normally. However, if you have no prayer left either, your only options are to evade the event (if possible) or escape.|
|Shades||Riyl, Asyn, or Fiyr varieties depending on the route. This event only occurs at Mort'ton, and drop the remains used for Shades of Mort'ton minigame. They can end your trip quickly if they start piling on your follower. They begin attacking quickly, giving little time for positioning your follower. They are often lined up single file, however they are also notorious for passing through players. Once they are lined up, you may wish to attack each one to assure they do not pass through you. Use Salve amulet to increase damage. Having a quick means of killing, such as a Dragon dagger for its special, will be useful for taking care of shades that attack your follower.|
|Swamp snakes||Giant snakes that hit up to 180, attacking quickly and often in packs. Death could come quickly without Protect from Melee up. They are also extremely large in terms of game dimensions, so may sometimes get stuck easily behind obstacles. Because of this, a Halberd or range weapon is extremly useful to use to conserve prayer and/or food. They can also easily stack on the same tiles that one swamp snake is already on. When starting a snake event, just get between the follower and the snakes the simplest way possible and stay still, letting them come to you. Moving too much on this event is the worst thing to do. Any snake that gets to your follower must be killed first. They leave behind a corpse, use a knife on it to get 2-5 (Swamp) Snake hides. If a snake manages to attack your follower and is subsequently killed by you, it will drop bones instead of a corpse. This will never happen if all the snakes are attacking you. There is a glitch where a snake will be on top of another snake, will have a yellow dot on the minimap, but sometimes won't appear on the game screen and won't have a right click option until you move. This can potentially kill the follower, as when you move to make it appear, it will then attack your follower. Another glitch occurs randomly when a swamp snake spawns outside the map, making it harder to kill. These glitches are yet to be fixed by Jagex.|
|Giant snails||Uses a Magical Ranged attack that easily penetrates melee defence and hits up to 180 when not wearing a Snelm. Use Protect from Range on hard routes when taking multiple attacks. A snail needs only be hit once to distract it from your follower. They heal rapidly. It is highly recommended that you use the 'Protection from missiles' prayer, even if you are wearing a Snelm, as you can still take damage very quickly. They drop Snail shells redeemable for 600 coins in Dorgesh-Kaan, Perfect snail shells give 1000 coins and 500 Crafting experience.|
|Nail beasts||Shrieking beasts that attack with a flurry of claws and bites, hitting up to triple 40 (so up to 120 total damage each flurry). The time between flurries is quite long. They have low defence and life points and don't usually threaten your follower, but will need to be killed if they do. Drops Nail beast nails, Talon beast charm, and Big bones. Also drops Long, sharp claws and Sabre-like teeth, used in the Fur 'n' Seek wish list.Their charms yield the highest Summoning experience of all summoning pouches, so it is very beneficial to collect all the charms and not skip this event, unless necessary, since this event does not occur often.|
|Swamp creature||Appears only during boat trip of route 3. It is actually 5 parts, level-140 Head and 4 level-99 Tentacles. The Tentacles can hit anywhere on the boat, but will usually only attack your follower when directly in front of one. Poisoning one part poisons all parts. If the head is near death and a tentacle is still alive, it will return to full health. The Head can hit very hard, but doesn't hit often and is also 2.5 times as slow as whip or dagger. Kill the part attacking your follower first.|
|Vyrewatch||Appears only after Legacy of Seergaze, and can be killed only with an Ivandis flail. Drops a Vyre corpse which can be cremated in a manner similar to Shades of Mort'ton, but if the Vyrewatch is not over land when it dies, the corpse will be lost in the swamp. However, if the Vyrewatch is low on health, it will attempt to flee, going beyond the swamp map. When this happens, you will have to wait for it to come back to go on or evade the event. If your escort is being attacked by a Vyrewatch, using the Ivandis flail's special attack after the Vyrewatch reaches half health will both freeze the Vyrewatch for a period of time and divert its attention to you. Using a dose of Guthix balance potion on a frozen Vyrewatch will deal a random amount of damage. Freezing and applying Guthix balance is not required to kill the Vyrewatch.
Note: Unlike every other event in Temple Trekking, the drops in this event will disappear. If you want the Vyre corpses for cremation, don't leave them on the ground too long.
There are four different types of puzzle events.
|Name||What to do||Image|
|Bog||Use any item that has a slash attack option (e.g. a longsword, dagger, Abyssal whip) or a knife on a spiny bush to get some Branches. Use these sticks to feel firmness of the bog. Continue over the marsh walking on firm ground. If you walk on soft ground you will "eventually climb out". NOTE: bring more than one stick because they get stuck in the bog at times. The bog event is often confused with the river (see below). It is possible, however rare, to receive a bog which is impossible to cross, but make sure you have checked all along the bog's length for other firm spots before giving up.|
|River||If you find a river without a bridge use a knife to cut 3 vines from the smaller trees, then wind the vines together to make a Long vine. Throw the Long vine to the larger tree's branch and swing over the river. If you do not have a Knife, search the nearby backpack to find one.|
|Campsite||3 to 5 starving adventurers (Marv, Hank, Wilf, Sarah and/or Rachel) will be seated around a dead campfire. To continue, they must be fed or they turn into Ghasts, which must be killed to continue. Most foods work, but in the event there are 5 snails, a Bronze hatchet, a tinderbox, and 2 dead trees which will provide everything needed to cook and feed them. Priority for feeding them is: ghastly, very sick and sick. When rewards are calculated, this event counts as a combat event. Having a basket or a sack filled with food makes campsite event considerably easier and also allows you or your companion to have snail meat. Interestingly enough, if you manage to provide one of the campers with food just as they are about to become a Ghast, they heal anyway.
This event can be annoying if a camper turns into a ghast, and you are not currently equipped for killing a ghast. If this is the case, you must give up the entire event without a reward, as there is no 'evade event' path available.
After successfully completing a trek, the follower will give a Reward token, which can be blue, yellow, or red tokens depending on the chosen route. The reward amount is determined by how many monsters are fought and what level they were, and how many puzzle events were completed. This is further explained below. The token given is exchanged at the location where the Trek began. Exchange tokens accordingly at Burgh de Rott's bank or with Hiylik Myna outside Paterdomus.
This table shows the max reward possible on any trek for each item.
|Item||Max amount||Max Profit|
|Herbs (grimy Tarromin/Harralander and grimy Toadflax)*||101 (See below)||146,093|
|Coal and Iron ore||145 and 72||37,878|
Average profit (assuming maximum reward): 54,147
*The herbs are lesser amounts of Toadflax, and greater amounts of either Harralander or Tarromin. The amount of Toadflax is 1/3 the other herb plus one, so the max herb reward is 26 Toadflax and 75 Harralander or Tarromin.
Occasionally, Tomes of experience are given as a reward. Unlike most experience tomes, the skill is predetermined and not selectable. These tomes give some experience in one of the following specific skills: Agility, Thieving, Slayer, Firemaking, Fishing, Woodcutting, or Mining. The colour of the tome depends upon which route the player has chosen.
|Blue tome||Level 1||Random amount of experience (1100-1650) in a defined skill.|
|Yellow tome||Level 2||Random amount of experience (2035-3025) in a defined skill.|
|Red tome||Level 3||Random amount of experience (4015-5005) in a defined skill.|
The rewards above are distributed based on the difficulty of the Trek. Trek ratings are theoretical numbers, as there is no display in game to show how a Trek is rated. Assuming that when less than the maximum reward is given, a certain percentage is given according to a rating accumulated on a Trek, and that any rating in excess of 100 will result in a 100% reward is received, then each event adds the following amount to the Trek rating.
- Abidor Crank and Bridge with Lumberjacks add nothing.
- Bridge (with trees), Bog, and River add about 6.5 to the trek rating on all routes.
- The swamp creature only appearing on Route 3 adds 50 to the Trek rating.
- The remaining combat events and the Campsite event add the following approximate amounts of reward based on the number of monsters and the difficulty of the route. The table below shows how much is added per event completed.
- A Trek with no rating will give 4% of the reward.
- The amount of experience given by a Tome of experience is unaffected by Trek ratings.
It is possible (and common) to exceed a 100 Trek rating on Route 3, and even a 200 rating with the hardest combination. However, there is no extra reward for exceeding a 100 rating. A case study of 30 Treks shows that guiding the strongest followers on Route 3 tends to average a Trek rating of 89.9, with a reward average of 88.0% when excluding Tomes of experience, and an expected reward value of 82.3% had those Tomes been measurable rewards. The approximate market value of the rewards totalled 786,000 coins, with 23,843 experience from Tomes.
- Before the 13 March 2007 update it was required you travel back to Burgh de Rott to collect the reward and restart the game. Now, the player has the option to escort mercenaries from the Paterdomus to Burgh de Rott for a reward in the same fashion if Darkness of Hallowvale is completed. This allows the game to be endlessly repeated with rewards at each end of the trip.
- Before 24 April 2007, Wildblood seeds were given instead of Watermelon seeds, the maximum amount being 55.